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Anti-gravity: We can replicate the effects with VTOL and hovercraft.
What? You are aware that both technologies work on the same prinicples as jet engines respectively helocopters, are you?
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Energy: I'm not familiar with the energy scene in 2070, so I don't know if fusion power is an advancement or not.
Has been around since 2010, give or take, in SR.
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Magic: is a no-go with the astral void of space, plus it subtracts from the ET feel. The only things I can really think we would get from ETs are more advanced Cyber/Bioware and transportation advances.
Well, you could always go the rute of Lovecraft ... and frankly, if you want ETs, why play SR? It's not like it is short on weird things already. Why add ETs? Not to attack you or your campaign, I'm just curious.
As for Teleportation, Time Travel and Resurrection, that are three big no-gos in canon Shadowrun. Teleportation sort of works via the metaplanes though (a forgotten 4th world metamagic actually, think of it like poening stargate portals to a plane of screaming FX tunnels that end somewher eelse). Time travel is a crap plot device, I agree. And as for FTL travel? Makes no sense and is ultra cheesy.
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Plus, I remember reading somewhere that, though most bioware can replicate cyberware, we are a long ways away from bioware commlinks, and this would provide just such a jump forward in technology. I am open to other ideas for new technology discovered in Area 51 (such as post-deltaware), however, so post away.
Advanced Nanotech. SR Nanotech is very early stuff. Nanotech that has seeds that can be planted and then grow into buildings and the likes would be an idea. Or nanotech augmentations. Feel free to go to town there. Also, don't use technomancery, since that's essentially magic; use common commlink stats of 6 to 12 for your alien biolink. Maybe make some Echos attachable modules though - bioware that does what some echos do, generates more IP or the likes (houserule that more than 5 matrix IP are possible ect). Also, you could give the biolink impregnability against hacking, like a bionode.
Or make the biolink an AI that lives in the link's node and can augment the character wearing it in some symbiote way, 'lending' mancer powers to them by reading his mind and then acting on it instantly(and possibly altering his thoughts to suit it's ends, if you want to go the DeepSpace horror way, and emphathise that all perks come at a price).
I still would not like this in my campaign, but I hope this helps you out a bit.